fix for incorrect spirv shader compiler behaviour (glitchy tessellation, in/out mapping mismatches)

This commit is contained in:
Turánszki János
2025-11-04 10:17:59 +01:00
parent 152d61289a
commit 8a9dbf911d
+4 -4
View File
@@ -318,6 +318,10 @@ struct PixelInput
uint poi : INSTANCEPOINTER;
#endif // OBJECTSHADER_USE_INSTANCEINDEX || OBJECTSHADER_USE_DITHERING || OBJECTSHADER_USE_CAMERAINDEX
#if defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
uint primitiveID : PRIMITIVEID;
#endif // defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
#ifdef OBJECTSHADER_USE_UVSETS
float4 uvsets : UVSETS;
#endif // OBJECTSHADER_USE_UVSETS
@@ -339,10 +343,6 @@ struct PixelInput
half4 color : COLOR;
#endif // OBJECTSHADER_USE_COLOR
#if defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
uint primitiveID : PRIMITIVEID;
#endif // defined(PREPASS) && !defined(OBJECTSHADER_COMPILE_MS)
#if !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
#ifdef OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
uint RTIndex : SV_RenderTargetArrayIndex;